Part two because character limit:
Valve- Updated koth_synthetic_event
- Moved spells away from mid
- Detail adjustments
- Clipping fixes
- Very minor lighting changes
- Updated pd_mannsylvania
- Added even more Bats!
- Added more spawnpoints for pumpkin-bombs
- Added new nag voiceline for if Dracula does not receive any blood donations
- Removed setup time, replaced it with a normal countdown instead
- Increased duration of the Vampire Powerup after leaving Dracula's Castle from 15 -> 20 seconds
- Decrease dropped blood bag timer from 15 -> 10 seconds
- Decreased respawn wave times for the losing team from 4 -> 2 seconds
- Decreased respawn wave times during a neutral gamestate from 4 -> 2 seconds
- Changed the main spawn doors to have windows
- Removed Rare Spell spawn by the graveyard area, replaced with Common Spell
- Health and ammo pickup adjustments
- Clipped stairs by the Castle's exit portal
- Minor visual updates
- Updated ctf_applejack
- Fixed the projectile weapons from not working inside the buildings
- Removed bullet collision from the intelligence room handrails
- Removed the prop jump up to the sniper balcony, to help snipers feel more comfortable there
- Removed the vents with missing textures
- Fixed the bug with being able to get stuck in the blue shed
- Fixed a stuck spot in mid shed (ty Midnite!)
- Fixed a texture being weird in the intel rooms
- Fixed a black displacement in the red intel yard
- Removed the collision from the food in the red spawn table
- Updated cp_ambush_event
- Fixed exploit where players were able to build into RED 1st base (Thanks MN!)
- Improved lighting at RED base in stage3
- Fixed lantern being clipped into cliff wall in cavern at stage1
- Fixed odd shadows cast by some props
- Fixed coffin from being non-solid in stage2
- Fixed spawncamping spot in stage2 at RED indoor exit
- Fixed few hovering lamp props
- Fixed some prop fading too soon
- Fixed rare issue where players fell of directly to lava on underworld teleportation
- Clipped few crates to make it easier to jump on them
- Updated arena_lumberyard_event
- Recreated the game mode in VScript
- Significantly increased server performance
- Instead of using the best-of-seven round system on top of casual's best-of-three system, the map will simply run 15 traditional game rounds like ZI and VSH
- Updated the healing ghost appearance for RED team
- Text pop-ups are now drawn in chat instead of in the middle of your screen
- Reduced volume of the incoming spell
- Removed the random Skeleton King and the Horseless Headless Horseman
- Removed the rare spell given to the last player standing
- Converted some medium health kits into small health kits
- Removed small health kits from the second story of both churches
- Fixed a pumpkin bomb that was stuck in the terrain
- Updated pl_embargo
- Fixed an exploit that allowed BLU to teleport to RED spawn (thanks Jameson)
- Fixed the lack of countdown at the end of the round
Rumor has it:
- Having trouble on high DPI displays? Adjust "vgui_ui_scale_factor" in console to dial in a good scale factor for your display setup
- Also, per misyltoad, many issues may originate from custom HUDs. If you use a custom HUD, you'll want to wait for its maintainer(s) to release an updated version
- Also, an obligatory Happy 17th Birthday to Team Fortress 2 and its Orange Box companions in Half-Life 2: Episode 2 and Portal!
- Size is ~1 GB - data capped users, especially those relying on limited cellular or satellite-based connectivity within disaster-stricken areas in the southeast US as a result of Hurricane Helene and/or Milton, should take action NOW!